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Posts with tag Naaru

Know Your Lore: Ner'zhul and the breaking of the pact

The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft.

This is one of those times when we're talking about the Warlords version of a character, and not the original. This is not the Ner'zhul we know - this is not the elder shaman who united the orc clans while being manipulated by Kil'jaeden. Although this Ner'zhul is certainly a respected shaman and the leader of the Shadowmoon Clan, he's not the same as the orc we know - he hasn't made the same choices. And yet, he is Nerzhul. The deathspeaker, the shaman who watched the stars and listened to the stories they told him.

On the Draenor we now explore, history has unfolded differently. Some things are the same - Ner'zhul's student turned on his master and sold his soul for demonic power, and attempted to lead the orc clans as a whole into slavery and a genocidal war against the Draenei. But on this world, Ner'zhul wasn't so easily deceived. There are differences between the worlds even before Garrosh Hellscream's arrival - and those differences, great and small, have led to a different Ner'zhul, who made different decisions, and brought about a dark destiny for the Shadowmoon Clan. Was it worse than the rise of the Old Horde? In some ways, of course it couldn't be - at least the orcish clans of Draenor still own their own souls.

All, perhaps, except Ner'zhul and the Shadowmoon.

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Filed under: Analysis / Opinion, Lore, Know your Lore, Warlords of Draenor

Know Your Lore, Tinfoil Hat Edition: Light of the naaru

The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft.

First featured in the Burning Crusade expansion, the enigmatic naaru have been a constant, benevolent life-force in World of Warcraft -- strange creatures with some sort of eternal crusade against the darkness of the Legion. It was the naaru that saved Prophet Velen and his people when they were on the cusp of being claimed by the dark promises of Sargeras, the naaru that helped them flee, the naaru that taught them the Light. And it was the naaru who seemed to be playing a much, much longer game than anyone else, when Burning Crusade reached its end and the full scope of M'uru's plan was revealed.

Burning Crusade marked the second known occasion that the naaru willingly stepped into the lives of mortal races to pull them away from darkness and reach salvation -- although it's entirely possible they have done this before with other races, on other worlds we've never seen. This has always been presented as the noblest of causes. Yet despite all these altruistic actions, we really know very little about the naaru, where they came from, or ultimately why it is that they feel they must fulfill this task. Yet while Warlords of Draenor largely concerns the orcs and the Iron Horde, there are still a few clues -- just enough to expand that perception of the naaru a little more and raise a few more questions in the process.

Today's Know Your Lore is a Tinfoil Hat edition. The following contains speculation based on known material. These speculations are merely theories and shouldn't be taken as fact or official lore.

Please note: The following Know Your Lore contains several spoilers for Warlords of Draenor.

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Filed under: Lore, Know your Lore, Warlords of Draenor

Know Your Lore: Through The Dark Portal Again

The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft.

Okay. Up front and with no fanfare - we're going to spoiler country. Huge, gigantic, terrifying spoilers for Warlords of Draenor and its Tanaan Jungle opening experience aplenty. I'm not going to waste time being coy or making cryptic statements about which guy is doing what. I'm going to drop spoilers, lots of them, like a rockslide so if that's soething you don't want to read, this is not the post for you. I've now burned an entire opening paragraph warning you about these spoilers, so you have absolutely no excuse for not avoiding them if you're of a mind to. '

Warlords of Draenor opens with a crisis at the Dark Portal. A new threat, a massive armed force of maniacal orcs have stormed the Portal and poured out into Azeroth, destroying both the Horde and Alliance bases in the area and making alliances with the local ogres. Once this threat is dealt with, it becomes clear that as long as the Portal remains open on the other end, the threat will continue. And so, once again, Azeroth must send forces through the Portal and onto an alien world. All of this is very familiar, and yet, once they set foot on the other side, these heroes of Azeroth find not the blasted and surreal Hellfire Peninsula, but rather the Tanaan Jungle, as terrifyingly lush as it was in distant memories of the time before the Rise of Gul'Dan's Horde.

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Filed under: Analysis / Opinion, Lore, Know your Lore, Warlords of Draenor

Know Your Lore, Tinfoil Hat Edition: The Titans

The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft.

They are enigmatic overlords of the universe as we know it, creatures of order and perfection, bent on a seemingly never-ending task of remaking worlds and creating order from the inherent chaos of the Great Dark Beyond. Titans, marvels largely beyond our comprehension, yet intrinsically tied to the creation of our world, and the unique place that Azeroth holds in the universe. Of all the worlds in all of the Great Dark Beyond, Azeroth was spared. Of all the worlds in the Great Dark Beyond, Azeroth warranted a second chance, despite being riddled with the corruption of the Old Gods.

But the choice that the Titans made thousands upon thousands of years ago is something we know about. It's been covered again and again, we've found artifacts strewn all over Azeroth that attest to the planet's unique history. And certainly we've asked, time and time again, why Azeroth is so unique, what makes it so special in the universe. But maybe that's the wrong question to be asking, because there are plenty of worlds out there that have been touched by the hands of the Titans. Nearly all of them. We share things in common -- both draenei and natives of Azeroth practice working with the Light. Both Azeroth and Draenor have, at some point, been touched by the Old Gods.

So maybe we should be turning that line of questioning the other way. Maybe what we should be asking is a question that never, ever gets asked -- what are the Titans?

Today's Know Your Lore is a Tinfoil Hat edition. The following contains speculation based on known material. These speculations are merely theories and shouldn't be taken as fact or official lore.

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Filed under: Lore, Know your Lore

Warlords of Draenor: EU reports from fansite play testing [Spoilers]

Among several others, EU fansite Mamytwink was invited to a press event in Versailles where he not only got to interview Ion Hazzikostas, but also was able to play the same character, a gnome warrior, for five hours, allowing him to finish the alliance "start" zone in Draenor, Shadowmoon Valley. This is a direct translation of Mamytwink's french bullet points covering his 5-hour playtest with some minor adaptation for clarity. Spoiler alert! The last point after the break has a spoileriffic spoiler in it. Be warned.
  • Mamytwink played a gnome warrior in Shadowmoon Valley, the Alliance landing zone in Draenor. After around 5 hours /played and 80 quests, he completed the zone, reaching level 92
  • The new models are excellent (he also created a dwarf). The facial expressions are amazing!
  • At level 91, he had 63,000 HP as a tank
  • Mobs had approx. 100k HP
  • His attacks hit for between 1k and 5k when not crits. Crits on certain abilities hit for 10k (Shield Slam)
  • Level 90-91 was 597k XP, 640k for 91-92
  • Quests awarded between 10 and 15k XP, 20k for more difficult ones.
  • A new type of quest has been added, "bonus objectives". When you arrive in a zone a quest may appear in your log which you earn additional XP for completing. If you leave the area, the quest disappears.

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Filed under: Warlords of Draenor

Who we will and won't see in Warlords of Draenor

Warlords of Draenor, the next WoW expansion, comes complete with a storyline that has players asking plenty of questions. Featuring an all-star cast of previous RTS characters, Warlords delves into an alternate version of reality, a version in which the orc chieftains never drank the Blood of Mannoroth, instead choosing to band together in the Iron Horde. In this version of reality -- a splinter of reality that shouldn't really exist -- the orcs and draenei are still at war, and that entire splinter of reality is being connected to our own via the Dark Portal.

This has been raising all kinds of questions regarding who exactly we'll see on the other side of that portal. What about Azeroth, in that version of reality? What about Deathwing and his kin? What about the Velen leading the draenei at that point in time, what about younger Garrosh? Will there be duplicates of orcs who have since made their homes on Azeroth, after traveling through the Dark Portal? Will the Alliance Expedition be stranded on this version of Draenor? Just who are we going to see over there, and who won't be making an appearance?

While we don't have all the answers, we have more than enough to start filling in the blanks.

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Filed under: Lore, Warlords of Draenor

Know Your Lore TFH: Sailing to Oshu'gun

The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft.

Tinfoil Hats on. Let's speculate. Let's make some things up.

To be honest, I'm not one hundred percent sure that what I'm about to write is a TFH entry. It's more just speculative about the nature of the Iron Horde and the Draenor it seeks to rule, and the consequences of its rise. Since I can't actually know any of that yet, it's certainly speculative, but I have no grand theory in mind to explicate, just a bunch of speculations to lay out.

What we know so far is actually only a tantalizing veneer over all we don't know. From the time of the initial incursion that creates this new Draenor to the time that we become aware of it, a certain amount of time has to pass - it takes time to outfit an entirely new kind of army, much less create a new Dark Portal and usurp the connection to our Azeroth's Dark Portal and invade it, which we've been told will be happening. This leads to a whole host of questions - what happens during that period of time? How does Garrosh convince the orcs of Draenor that they should listen to him, a completely unknown quantity? He won't be from any tribe they know of - while he's a member of the Warsong by blood, none of them will recognize him. How does it happen?

I'm fascinated by the idea of this moment. Does he just flat out tell them who he is and where he comes from? While Garrosh is a very cunning tactician capable of deceit, he's also fairly straightforward, so I can imagine him infiltrating the tribal society of orcs on Draenor or simply strolling up to a Kosh'harg and declaring who he is. Either approach has risks, of course - while violence is forbidden at a Kosh'harg, he could easily be laughed right out of the place, and infiltrating an orc tribe would be very difficult for an outsider.

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Filed under: Analysis / Opinion, Lore, Know your Lore

Know Your Lore, Tinfoil Hat Edition: In the beginning

Know Your Lore, Tinfoil Hat Edition In the beginning SUN
The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft.

In the beginning, the Titans created Azeroth. They set the world in motion, and then left to continue on whatever path it was that the mysterious beings followed. Yet something happened to the planet, something bad enough that it warranted the return of the Titans. Upon their return, they discovered the Old Gods, a malignant group of entities that were intent upon sowing chaos. Perturbed, the Titans tried to kill an Old God -- and they discovered to their horror that killing the Old Gods would kill the very planet itself.

And yet, instead of simply rebooting and starting over anew, they kept Azeroth. They imprisoned the Old Gods beneath the surface of the world, and planted various fail-safes to make sure the creatures were never freed. And just in case an Old God managed to escape, Algalon the Observer would visit and determine the status of the world. If it was deemed too far gone, he would activate a signal that would re-originate the world -- Azeroth would be destroyed and rebooted.

Why did they leave Azeroth alone? Why didn't they simply re-originate the world at the first sign of trouble? Why put in a failsafe to do so, instead of taking care of the problem immediately? But perhaps most importantly ...

What is Azeroth?

Today's Know Your Lore is a Tinfoil Hat edition, meaning the following is a look into what has gone before with pure speculation on how it happened. These speculations are merely theories and shouldn't be taken as fact or official lore.

Please note: This edition of KYL also contains some spoilers for patch 5.2 content.

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Filed under: Lore, Know your Lore

Know Your Lore: Of Elune, naaru, and night elves

Know Your Lore Of Elune, naaru, and night elves SUN
The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how, but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft.

Before we begin, I feel I should point out that the screenshot above is one that I created for the purposes of an article I wrote detailing the possible wind-chime origins of everyone's favorite kaldorei deity. It was not real then, and it is no more real now, over two years later. That article pointed out the possible correlations between the goddess Elune, the holy Light, An'she, and what might have been naaru intervention instead of divine, as the night elves would have everyone believe.

And while it connected a lot of dots, it was not true. It was simple theory and speculation. However, recent Ask a Cdev answers have once again brought the question of Elune's origins into play, and player reaction has been less than enthusiastic about the supposed confirmation. Most complain that making Elune a mere naaru is basically homogenizing night elf culture and history, something that plenty of players are apparently really passionate about.

To which I say two words: don't panic.

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Filed under: Lore, Know your Lore

Know Your Lore: The long game of the naaru, part 2

Know Your Lore The Long Game of the Naaru, Part 2
The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft.

These posts about the naaru are mainly speculative. I hesitate to use the Tinfoil Hat title, because I'm not postulating that they're secretly evil or anything. But the fact remains, we know very little about the naaru. We don't know where they come from, how long they live, if they can enter their Light/Darkness cycle indefinitely, if they ever die naturally or even if they can be really killed. The only one we've ever defeated in combat ended up part of the Sunwell, and who's to say what he's doing in there now? Is M'uru still alive in the Sunwell, or did his mind die with Entropius? We currently have no way of knowing.

We know that despite what we experienced in The Burning Crusade, for the naaru, entering the void phase of their existence is an exceedingly rare and perilous event, at least according to the Ask CDev threads. It is this unknown quality that fascinates me about the naaru.

As we discussed last week, the Ata'mal Crystal that Velen used to create the barrier of Light and hold off Archimonde and Kil'jaeden's followers was an ancient mystery of his people. We don't really know where it comes from or if the naaru gave it to the ancient eredar or if the eredar constructed it somehow. What we do know is that at some point in the distant past before Sargeras came to Argus, the eredar and the naaru had some form of contact. This implies that the naaru may well predate the Titans. What we do know is this: Somehow, in some way, the eredar and the naaru met, and the Ata'mal Crystal was left in eredar hands until Velen came to call upon it for guidance.

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Filed under: The Burning Crusade, Lore, Know your Lore

Know Your Lore: The long game of the naaru, part 1

Know Your Lore The Long Game of the Naaru Part 1
The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft.

Have you ever noticed that people hate good?

It's funny, and perhaps it's a sign of the times we live in. So many supposedly good people have failed us in some basic way, or used "being good" to excuse really bad behavior, or covered for greed, culpability, fanaticism, or other negatives with a veneer of saintliness. Good doesn't sizzle. And the naaru are very troublesome in this regard, because everything they've done so far appears to be absolutely selfless and beneficial. So from the cynical, modern perspective, the search begins for a string attached.

I'm picking a bit on my colleague Anne Stickney here, who I have (in jest) accused of being a double agent for Sargeras in the past. I'm also picking on Rades, because I just woke up and saw on Twitter that he'd written a "the naaru are secretly evil" post, and my response to that is visceral. I'm very weary of attempts to force the naaru into the role of villain, a role they simply do not fit. At this point, making the naaru secretly evil would be yet another of the "seemingly noble person or persons falls to evil" stories, basically. I think we've had enough of that.

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Filed under: Lore, Know your Lore

Know Your Lore: Velen, the Prophet

Image
The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft.

"I failed long ago to turn my brothers from their course. And creation has paid the price."

How must it feel to be ageless? To watch as millennia tick by, each century the span of a breath and gone in an instant? To the draenei, the lives of humans must seem incredibly short-lived. To the Prophet Velen, who is at least 25,000 years old, we must seem like motes of dust, winking in and out of existence so quickly that we can scarcely be recognized as entities before we cease to exist. Velen has led the draenei through terror and triumph, from world to world, always gently spreading the benevolent message of the Light to any who wish to hear.

Yet for a being of such grace, purity and peace, Velen is also a creature of unfathomable sorrow. For Velen has been granted the gift of Sight, and with the gift he can see the infinite paths of futures that may not be, of worlds born and fallen in the blink of an eye. And despite that gift, Velen cannot prevent what is yet to pass. He cannot prevent that which has gone before, and will come again. And he could not prevent the path his friends chose, nor could he persuade them their new ally was in fact a monster so horrific that his hellish grasp would wreak havoc on immeasurable worlds.

For one that treasures life in the way only the Light can teach, it is a heavy burden to bear.

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Filed under: Lore, Know your Lore

Know Your Lore, TFH Edition: The naaru are a menace that must be destroyed

The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft.
A soothing light fills you as you approach the naaru. Slow musical chimes echo within your mind and though a word is not uttered, you feel an assurance of safety.

They glimmer with the purity of the Light, and their very presence fills one with a warm, calm feeling of inner peace. They also teach the ways of the Light -- the draenei would not be paladins were it not for these mysterious creature's intervention. In fact, the benevolent naaru came to Velen in a vision when his world was at its darkest hour, offering him hope, salvation, escape ... and the knowledge that there was a far larger battle out there, one that had yet to come to pass.

Kil'jaeden and Archimonde eagerly agreed to follow and serve Sargeras, becoming the highest-ranked members of the Burning Legion. As for Velen, he took the worried, the lost, the concerned draenei with him and fled, pledging his servitude to the naaru and their righteous cause. Two causes, one outwardly and easily identifiable as evil -- and the other, far more sinister and wicked than anything the Burning Legion could ever hope to achieve.

Today's Know Your Lore is a Tinfoil Hat edition, meaning the following is a look into what has gone before with pure speculation on what is to come. These speculations are merely theories and should not be taken as fact or official lore.

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Filed under: Lore, Know your Lore

Know Your Lore, TFH edition: The true battle between Light and Darkness

The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft.
Even now, the true battle between the forces of Light and Darkness approaches. We will all be called to join, and in the face of this conflict, all mortal suffering will be meaningless.
Cataclysm is an expansion about the struggle to stop the end of the world and the struggle between Horde and Alliance. But in the 1-to-60 zone revamps, there are fascinating little bits of lore to be discovered. Most of these involve the Alliance/Horde conflict, but every now and again, you'll find a quest chain that leaves more questions than answers, more mystery than resolution.

One of these chains begins for Alliance players in the Swamp of Sorrows, and it seems to be harmless enough. A Broken draenei named Magtoor is on his deathbed, and Anchorite Avuun is desperately looking for a cure. In Magtoor's final moments, Prophet Velen appears and returns Magtoor to the embrace of the Light with a little speech, including the quote above. The quest chain is fairly straightforward ... until we start picking at the potential meanings of that phrase.

Today's Know Your Lore is a Tinfoil Hat edition, meaning the following is a look into what has gone before with pure speculation on how it happened. These speculations are merely theories and shouldn't be taken as fact or official lore.

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Filed under: Lore, Know your Lore

Wouldn't this be cool? Another draenei ship

My good friend Matthew Rossi's Wouldn't this be cool? post took hold in my brain at just the right moment in time to spark my own crazy idea. Wouldn't it be cool if there were another draenei ship out there, lost to the stars, that Velen somehow found a way to rendezvous with? The draenei version of the Battlestar Pegasus could be out there, floating in the dark, those inside not knowing of the continued threat of the Burning Legion or Velen's flight from Draenor and triumphs on Azeroth.

Let's face it: After The Burning Crusade, the draenei were shunted off into a corner and never heard from again. We saw a naaru in Wrath, and there were those draenei in Borean Tundra being refused by the Alliance military, but that was it. The draenei were even less present in Cataclysm, with their corrupted Broken brethren actually getting the lion's share of the shaman roles in the most recent expansion. Velen has been reduced to a punch line.

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Filed under: Lore

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